General Feats
Chosen One
Prerequisites: Level 16
Daily
Trigger: You fail to roll high enough for any type of check.
Effect: You don’t fail the check. You may not apply this to a Pokemon's check.

I Believe In You!
Prerequisites: 19 CHA
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Your Pokemon that just hit a target with a Move.
Effect: Your Pokemon deals an additional 1d6 during the Move’s damage for each point you have in CHA modifier. You may not use I Believe In You! With Moves that ignore weakness, resistances and stats. This may only be used once per Move.

Breeder Feats

Egg Factory
Static
Effect: You may make up to 7 different Breeding Checks per day, and the check for Breeding is 35 instead of 25. Subtract your CHA or WIS mod from the breeding check. Your Pokemon must still have at least 4 hours together. You can identify what pokemon will hatch from an Egg.

Natural Edge +
Daily
Target: A hatching egg you own.
Effect: Add your CHA modifier to any of the pokemon’s base stat and add your WIS modifier to any different base stat of the same pokemon. This becomes your pokemon’s new base stats. A Pokemon may only have one Natural Edge or Natural Edge + applied to it when it hatches. This bonus may not exceed +6 in either stat.

Tender Loving Care
Prerequisites: Breeder
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: A pokemon.
Effect:Roll 1d20 and Add your WIS or CHA Modifier. Heal the target this much HP. You may also spend a use of this feature to heal a number of Pokemon equal to your WIS or CHA modifier to their full HP and cure them of any status afflictions after an 8 hour rest. Center Frequency moves are not restored by this.

Natural Progression
Prerequisites: Breeder, 18 CHA
Static
Trigger: A pokemon you own levels up to a level evenly divisible by 5
Effect: The target pokemon gains +1 to two different base stats. The chosen stats must remain the same each time this feature is applied, and the cumulative bonus cannot exceed the limit of your Natural Edge/+ features. If this is used on a Pokemon with Natural Edge/+ applied, the same stats must be chosen and the combination of the two feats still may not exceed the limit. This feature is not retroactive.

I'll Take Good Care Of It
Prerequisites: Breeder, 20 CHA
Daily
Target: A non-hostile Female Wild Pokemon with eggs.
Effect: Roll 1d100 and subtract your charisma modifier. If you rolled lower than the target’s base capture rate, you may receive an egg from the target Pokemon. This roll can be modified by your GM depending on its mood towards you. If you fail, the target may become hostile.

Egg Hatcher
Prerequisites: Breeder
Static
Target: Eggs in the possession of the Breeder.
Effect: Eggs hatch at ¾ of the rate they usually would.

Move Tutor Feats
Learning Session
Daily / 5
Target: A Pokemon with a Level-Reward Point
Effect: Roll 1d20 and add your WIS modifier. If the total exceeds 15, the Pokemon loses its Level Reward point, and learns a Move of your choice from its Tutor Move list.

Elemental Unlock
One Time Use - You gain an Additional Use every 5 Levels.
Target: A Pokemon
Effect: Choose an Elemental Type that the target pokemon is not. That pokemon can now learn TMs of that Elemental Type, regardless of its other types. Once you successfully use Elemental Unlock on a pokemon, Elemental Unlock may not target that pokemon ever again.

Physical Pushing
Static
Effect: When using Learning Session, you may also attempt to teach the target any Physical Move that the target can learn through TMs.

Special Pushing
Static
Effect: When using Learning Session, you may also attempt to teach the target any Special Move that the target can learn through TMs.

TM Maker
Prerequisites: Move Tutor, 18 WIS
Effect: Pay 1500 , roll 1d20 and add your WIS modifier. If the total exceeds 20, chose a TM you’ve Pushed onto a pokemon. You create that TM. You may not create the same TM more than once with this Feature.

TM Smith
Prerequisites: Move Tutor, TM Maker
Daily
Effect: Pay 1500 , roll 1d20 and add your WIS modifier. If the total exceeds 20, chose a Move that isn’t on the TM list that one of your pokemon can perform. You create a TM with that Move. Give it any number above 101. You may not create a TM with the same Move more than once with this Feature.

TM King
Prerequisites: Move Tutor, TM Smith
Static
Effect: Remove the following line from TM Maker’s Effect: “You may not create the same TM more than once with this Feature.” Remove the following line from TM Smith’s Effect: “You may not create a TM with the same Move more than once with this Feature.”

Special Pushing
Static
Effect: When using Learning Session, you may also attempt to teach the target any Special Move that the target can learn through TMs.

Expanded Capacity
Static
Target: Your Pokemon
Effect: Your Pokemon may learn a total number of moves equal to its Intelligence Capability + 6.

Photographer Feats

Snapshot
Daily - Every 5 levels gained, you may perform this Feature another time per day.
Target: A Pokemon, Trainer, or Route.
Effect: Roll 1d20 and add your WIS modifier. Multiply the result by 20. This is the value of the photo. You may choose to sell this photograph anywhere.

Action Photo +
Prerequisites: Photographer, 22 WIS
Daily - Every 5 levels gained, you may perform this Feature another time per day.
Trigger: A Pokemon performs a move.
Effect: If you have already taken a Trainer Action during this round of combat, you must give up your next Trainer Action. Roll 1d20 and add your WIS modifier. If the total exceeds 15, you successfully obtain a photo of the Move. You may choose to sell this photograph anywhere. If you do, roll 1d20 and add your WIS modifier. Multiply the total by 25. This it the value of the photo. This feature replaces Action Photo.

Battle Study
Prerequisites: Photographer
Static
Effect: While you posses a photograph taken with Action Photo of a specific Move, any use of that Move will require +2 on an Accuracy Check to hit you or your Pokemon.

Pester Ball B
Prerequisites: Photographer
Daily - Every 8 levels gained, you may perform this Feature another time per day.
Target: A Pokemon.
Effect: Roll 1d20 and add you WIS modifier. If the total exceeds 15, the target becomes Confused. Additionally, the target has its movement Capabilities reduced by X for 1d6 turns, where X is half your WIS modifier. Pester Ball B cannot target a Pokemon who has Pokemon who has already been successfully hit with Pester Ball B during this encounter. It costs 50 to use this Feature.

Medic Feats:

Treat Minor Wounds
Daily – Every 4 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Heal the target 20 HP.

Muscle Relaxers
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: A Paralyzed Trainer or Pokemon.
Effect: The target is no longer Paralyzed.

Won’t Die On Me
Prerequisites: Medic, 22 WIS
Daily
Target: A Trainer or Pokemon who failed their Death Saving Throw.
Effect: The Target may re-roll that savings throw. The Target subtracts 5 from their roll if it is a Trainer, or 25 if it is a Pokemon.

Treat Wounds
Prerequisites: Medic
Daily – Every 6 levels gained, you may perform this Feature another time per day.
Target: Pokemon or Trainers.
Effect: Heal the target 40 HP.

JESUS MARY AND JOSEPH

Curse of the Shroomish - Bonus Feature

Whenever you roll a natural 1 on a d20, you lose 19 HP and spawn a level 1 Shroomish.

"Me? Oh i am just the Club's photographer. Lakshmi Andersen, that is my name. How i got here? Well, that is sort of embarassing… I lived on Ophiucus Town, spent all my life there as a farmhand on the family's ranch, with my brothers… And Naga. Yeah, last year my older brother gave me Nagaraja as an egg that he found on the grass. My dad got really pissed 'cause of those license laws, but i said to him i would just keep him as a pet, and i did.

Anyway, i usually just took care of Miltanks and Taurus, spending time shoveling their dung and feeding them… Until last year that is. Some folks from outside came to town to interview Old Man Mistral, i guess because of his big shot son. One of them however, he had a machine i never saw before. He told me it was a camera, and i was really amazed by it! But Ophiucus didn't had such things for sale, so i snuck out of town with Nagaraja and went to Lyra City following those reporter persons. I never saw such a big city before! There were those really pretty Artist Guild thingies and that Musical that i watched on my first day!

It was only after i bought a camera with the money i grabbed from my hard-saved allowance that my Dad found me and tried to drag me back to the ranch. I… I would not do that! I just started to see how beautiful was the world outside the boonies, and i didn't wanted to shovel dung again, so to get Dad out of my rear i registered myself on a League Building back in Lyra. Now they said that i'm supposed to go to a place called Navi Town to grab a new Pokémon as my starter and join a Club that they are making.

After the target takes damage, the user gains HP equal to half of the damage they dealt to the target.

Smart - 1d4 - Good Show!

Thrash

Center

3

5d12+18

Melee, 1 target

Thrash’s user must make another Melee attack for 1d2 more turns. The attack is identical to Thrash except for Thrash’s effect. After the first target is declared, Thrash targets the nearest Legal Target for its second or third round of use if the original target is unconscious. If potential targets are an equal distance from the user, you may choose the target. After Thrash’s additional use(s) end(s), the user becomes Confused. For Pokemon users, the additional 1d2 are their Trainer’s Command Actions, unless the Trainer is unconscious, in which case the Pokemon acts on its own until finished.

For 2 minutes (12 rounds), the area is considered Sunny. While Sunny, Fire-Type attacks deal 1.5x damage. Water-Type attacks deal ½ the damage they normally would.

Beauty - 2d4 - Hold That Thought

Solarbeam

Battle

2

5d12+18

Ranged (10), 1 Target, Column

Once you declare the use of Solarbeam, the user’s turn ends. On its next turn, the user may shift and use Solarbeam’s damage. If it is Sunny, Solarbeam uses its damage on the turn you declare its use. If it is Rainy or Sand Storming Solarbeam’s user must end their turn immediately at the start of their second turn after declaring Solarbeam’s use, only getting to use Solarbeam’s damage on the third turn. If it is Hailing, Solarbeam’s damage is 3d10. Solarbeam creates a Column 1 meter wide. For Pokemon users, the second turn is their Trainer’s Command Action, unless the Trainer is unconscious, in which case the Pokemon acts on its own, finishing Solarbeam.

Cool - 1d4 - Special Attention

Grass Pledge

EOT

2

2d8+6

Ranged (6), 1 Target, Pledge

If used on the same turn as Water Pledge, all foes are treated as if at -2 Speed Combat Stages for 1d4+1 turns, if any foe has additional Speed Combat Stages, apply them as usual. If used on the same turn as Fire Pledge, all foes within 20 meters of the user lose 1/8th of their max HP at the end of each round of combat for 1d4+1 turns.

Beauty - None - Torrential Appeal

Curse

EOT

-

-

Self, No Target

Only use if the user is not a Ghost type. The user’s Speed is lowered 1 Combat Stage. The user’s Attack is raised 1 Combat Stage and the user’s Defense is raised 1 Combat Stage.

Tough - None - Torrential Appeal

Bite

At-Will

2

2d10+8

Melee, 1 Target

Bite Flinches the target on 15-20 during Accuracy Check.

Tough - 3d4 - No Effect

Mega Drain

EOT

2

1d12+6

Melee, 1 Target

After the target takes damage, the user gains HP equal to half of the damage they dealt to the target.

The target is Pushed 40-meters expelling them from the encounter if the terrain allows. They may still rejoin the encounter if they want to. During a trainer battle, the target’s owner must recall the Pushed target and replace them.

Smart - None - Big Show

Ice Fang

EOT

3

3d8+10

Melee, 1 Target

Ice Fang Freezes or Flinches on 18-19 during Accuracy Check; flip a coin to determine whether the foe gets Frozen or Flinches. On 20 during Accuracy Check, the foe is Frozen and Flinches.

Look Out!
Prerequisites: Overland 6 or greater / Sky 7 or greater / or Underwater 6 or greater.*
Trigger: The pokemon was targeted by a Move.
Effect: Roll 1d6. The foe must roll that much higher during Accuracy Check to hit your pokemon.
Note: Must be in appropriate terrain to use it. A pokemon with underwater 6 or greater could not use it on land unless they also had overland 6 or greater, for example.

The user’s HP is set to their full HP. The user is cured of any Status ailments. Then, the user falls Asleep. The user cannot make Sleep Checks at the beginning of their turn. They are cured of the Sleep at the end of their turn, in 2 rounds.

If the foe is fleeing or being switched out, Pursuit may be used as an Interrupt. While being used as an Interrupt, Pursuit may shift the user adjacent to the fleeing foe, up to 25 meters, ignoring Speed Capabilities, and attack them before they escape or are switched out dealing 3d10+12 instead for Damage Dice Roll.

Uproar creates a 5-meter Burst that continues for 1d4+1 turns. At the beginning of the user’s turn where Uproar is continuing, they may shift then must immediately use Uproar again. If the user does not continue using Uproar during the next round of combat, Uproar ends. Anyone in Uproar’s Burst on any turn Uproar is continuing is cured of Sleep.

Cute - 2d4 - Unsettling

Ominous Wind

Center

2

2d10+8

Ranged (10), 1 Target, Column, Spirit Surge

Ominous Wind creates a Column that is 2-meters wide. If you rolled 11-20 during Accuracy Check for Ominous Wind, the user has each of its stats raised 1 Combat Stage. If you rolled 16-20 on the Accuracy Roll, all allies in the Column also have each of their stats raised 1 Combat Stage and are not damaged by Ominous Wind.

Smart - None - Get Ready!

Gust

At-Will

2

1d12+6

Ranged (10), 1 Target

If the target is airborne as a result of Fly or Sky Drop, Gust can hit them, ignoring Range and deals 2d12+16 for its Damage Dice Roll instead. *Grants: Guster

Smart - 3d4 - No Effect

Sand-Attack

EOT

2

-

Ranged (2), 1 Target, Column

Sand-Attack creates a Column 1 meter wide. All Legal Targets must roll +1 during Accuracy Checks for the remainder of the encounter.

The target is Pushed 40-meters expelling them from the encounter if the terrain allows. They may still rejoin the encounter if they want to. During a trainer battle, the target’s owner must recall the Pushed target and replace them.

The target loses HP equal to the level of Seismic Toss’ user. Do not apply weakness or resistance. Do not apply stats.

Tough - 3d4 - No Effect

Iron Defense

EOT

-

-

Self, No Target

Raise the user’s Defense 2 Combat Stages.

Tough - 2d4 - Hold That Thought

Quick Attack

At-Will

2

1d12+6

Melee, 1 Target, Interrupt

If a foe wants to declare a Move, you may instead use Quick Attack on their turn before they can use their Move.

Cool - 2d4 - Quick Set

Faint Attack

EOT

-

2d10+8

Melee, 1 Target

Faint Attack cannot miss.

Smart - 2d4 - Round Ender

Superpower

Battle

2

5d12+18

Melee, 1 Target, Dash, Push

Superpower raises the user’s Attack 2 Combat Stages, Superpower lowers all of the user’s other stats 1 Combat Stage. The target is Pushed 6-meters and it takes an additional 1d6 if it is Pushed into Blocking Terrain. If the target is pushed into another Legal Target, instead, both take 1d6.

Tough - 2d4 - Round Ender

Revenge

Battle

2

2d10+8

Melee, 1 Target

If the target damaged Revenge’s user on their last turn, during the same round of combat, deal 4d12+16 instead for Damage Dice Roll.

Fire Spin Traps the target for 1d4+1 turns. At the beginning of the target’s turn, if the target is Trapped, roll 1d12 and the target loses that much HP. Do not apply weakness or resistance to the HP lost. Do not apply stats to the HP lost. Fire Spin may not trap more then one target at a time. *Grants: Firestarter

Yawn creates a 4-meter Burst. All targets fall Asleep at the end of their next turn. Yawn cannot miss.

Cute - 2d4 - Excitement

Pain Split

Battle

-

-

Ranged (4), 1 Target

Add the user’s and the target’s current HP together and divide the value by 2, calling the result X. The user and target’s HP are set to X. If X exceeds a target’s or user’s full HP, the excess is ignored and they are set to full HP.

Future Sight does nothing on the turn it is used. At the end of the second turn after Future Sight’s use, use Future Sight’s damage and effect. Future Sight creates a Column 1 meter wide, which starts from anywhere on the field.

The user must use Ice Ball until it misses, or fails to be able to shift enough to hit a target for their next 4 turns. On the second turn, Ice Ball uses 2d10+8 for its Damage Dice Roll. On the third turn, Ice Ball uses 2d10+12. On the fourth turn, Ice Ball uses 3d10+16. On the fifth and final turn, Ice Ball uses 4d10+20.

Beauty - 2d4 - Reliable

Ice Punch

EOT

2

3d10+12

Melee, 1 Target

Ice Punch Freezes the target on 19-20 during Accuracy Check.

Beauty - 2d4 - Round Starter

Low Kick

Battle

2

See Effect

Melee, 1 Target, Weight Class

If the target is in Weight Class 1, use 1d10 for Damage Dice Roll. If the target is in Weight Class 2, use 1d10+5. If the target is in Weight Class 3, use 1d10+10. If the target is in Weight Class 4, use 2d10+12. If the target is in Weight Class 5, use 3d10+14. If the target is in Weight Class 6, use 5d10+16 for damage.

Tough - 3d4 - No Effect

Karate Chop

At-Will

2

2d8+6

Melee, 1 Target

Karate Chop is a Critical Hit on 17-20 during Accuracy Check.

Tough - 3d4 - No Effect

Assurance

Battle

2

2d8+6

Melee, 1 Target

If Assurance’s target has already been damaged by a Move or Arms Feature on the same round Assurance is being used, use 4d12+16 for Assurance’s Damage Dice Roll.

Outrage’s user must make another Melee attack for 1d2 more turns. The attack is identical to Outrage except for Outrage’s effect. After the first target is declared, Outrage targets the nearest Legal Target for its second or third round of use if the original target is unconscious. If potential targets are an equal distance from the user, you may choose the target. After Outrage’s additional use(s) end(s), the user becomes Confused. For Pokemon users, the additional 1d2 are their Trainer’s Command Actions, unless the Trainer is unconscious, in which case the Pokemon acts on its own until finished.

Only use if the user is not a Ghost type. The user’s Speed is lowered 1 Combat Stage. The user’s Attack is raised 1 Combat Stage and the user’s Defense is raised 1 Combat Stage.

Tough - None - Torrential Appeal

Aqua Jet

At-Will

2

1d12+6

Melee, 1 Target, Interrupt

If a foe wants to declare a Move, you may instead use Aqua Jet on their turn before they can use their Move.

Beauty - 2d4 - Quick Set

Protect

Center

-

-

Self, No Target, Intercept

If the user is hit by a Move, instead you are not hit by the Move. You do not take any damage nor are you affected by any of the Move’s effects.

Cute - None - Inversed Appeal

Ancientpower

Center

2

2d10+8

Ranged (8), 1 Target, Column, Spirit Surge

Ancientpower creates a Column that is 2-meters wide. If you rolled 11-20 during Accuracy Check for Ancientpower, the user has each of its stats raised 1 Combat Stage. If you rolled 16-20 on the Accuracy Roll, all allies in the Column also have each of their stats raised 1 Combat Stage and are not damaged by Ancientpower.

Tough - 2d4 - Round Ender

Wide Guard

Center

-

-

Self, No Target, Intercept

If a foe uses Move that hits multiple targets and Wide Guard’s user is one of the targets you may use Wide Guard as an Interrupt. If a Move would hit the user and one of the user’s allies, the Move only hits Wide Guard’s user. If the user is hit by a Move this way, the user does not take any damage and is not affected by any other effects the Move has. This Effect lasts for one turn.